// Copyright(c) 2019 - 2020, #Momo
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met :
// 
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// 
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and /or other materials provided with the distribution.
// 
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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#include "Scene.h"
#include "Utilities/FileSystem/FileManager.h"
#include "Core/Serialization/SceneSerializer.h"

namespace MxEngine
{
    void Scene::Load(const char* filepath)
    {
        Scene::Load(FilePath(filepath));
    }

    void Scene::Load(const MxString& filepath)
    {
        Scene::Load(ToFilePath(filepath));
    }

    void Scene::Load(const FilePath& filepath)
    {
        auto hash = FileManager::RegisterExternalResource(filepath);
        Scene::Load(hash);
    }

    void Scene::Load(StringId hash)
    {
        auto filepath = FileManager::GetFilePath(hash);
        File f(filepath);
        if (!f.IsOpen())
        {
            MXLOG_ERROR("MxEngine::Scene", "cannot open scene file: " + ToMxString(filepath));
            return;
        }
        JsonFile json = LoadJson(f);
        SceneSerializer::Deserialize(json);
    }

    void Scene::Save(const FilePath& filepath)
    {
        auto hash = FileManager::RegisterExternalResource(filepath);
        Scene::Save(hash);
    }

    void Scene::Save(const MxString& filepath)
    {
        Scene::Save(ToFilePath(filepath));
    }

    void Scene::Save(const char* filepath)
    {
        Scene::Save(FilePath(filepath));
    }

    void Scene::Save(StringId hash)
    {
        auto filepath = FileManager::GetFilePath(hash);
        File f(filepath, File::WRITE);
        if (!f.IsOpen())
        {
            MXLOG_ERROR("MxEngine::Scene", "cannot open scene file: " + ToMxString(filepath));
            return;
        }
        auto json = SceneSerializer::Serialize();
        SaveJson(f, json);
    }
}